Brief description:Not another sword and shield game! We are developing a CyberPunk/System Shock type MMO. The engine is about 40-50% done and is stable running off a MUD style backbone. This is not a MUD game however as we have modern UI components mapped to integration.

Target aim:Provide a lowtech MMO that captivates the users with a satisfactory level of performance, visuals, musical score, and story line. Aim for a fully functional game 1st Quarter 2007.

Compensation:This is on a volunteer basis. All $ towards hosting, SVN, website is footed by me.

Technology:Low-Tech/Java web based deployment of games. Min system should fit minumn needed to run Java Applet games and internet.

Talent needed:2 x Developers - Really in need of develepers to help spread the load around and complete tasks assigned in a timely manner. Must have working knowledge of Java and work well with others.1 x Artists - Any good cyber punk artists out there please start sending us your work.1 x Writers - We are in need of a compeling non FF type futuristic RPG. Must be able to captivate the user with a non-forgettable story.**The writers and artists are charged with creating the WORLD in which this game will take place.

Team structure:Team consists of:Zach (me) - I am the team founder and 1 of 2 project leads. Founded team six months ago with one goal in mind of creating games that leave no part left out and captivates the user on all aspects. I foot the bill for the hosting of site, data, codebase and program.Mike - Lead Developer and other project lead. Mike has been with me since the beginning of this team and currently is the lead developer of this project.Martin - Developer. Martin has also been with us since the begining of this and has been a steady contributor to our project/team needs.Kyle - Writer. Currently working on the frame work for the world that will be used.

Additional Info:Really are hoping to get feedback and help concerning the development of this current project as we are overloaded with development at this point and still meeting out milestones. Also wanting to make sure that we can secure a footing for projects to come.

Of the people looking at this request, is there anything from the above that needs more clarification? Or any comments you have about the above information. I'm really dedicated to getting things done and have been working on this engine with my current team for a couple of months now.

Again, any feedback would be great.

P.S. I also understand that the public website may not say much about the project and there are no screenshots to date. As soon as the artist provides some stuff I will throw those up on the public website.

I did not want to answer because although I am working on my own RPG, the theme is not what I am looking for.Also I had feard it could sound like I were trying to lure people away from your project or badmouth it.

Your system also resembles what I have been doing.Room based (though more like areas) similar to muds. Tile based, 2d.For my project I am aiming more twards the fantasy (discworld) / harvest moon style players who want their game to be more then just hack&slay. (not saying yours is or anything)

Maybe we could get some kind of cooperation going?I am currently fighting solo and that means slow progression.I would not mind sharing my (ugly) code.

OK. I didn't respond originally because I had nothing nice to say. But, since you asked, here goes:

you don't list any experience of delivering online games before

ditto (and more concerning) you don't list any dev work done on real MUD's. There's *so much* you could do on existing MUDs right now, with the help and support of more experienced people and an existing playerbase. There are tonnes (guesstimate of thousands) of MUD's that would love to have someone try to make a 3D game based on top of them, for instance.

(those two alone mean I personally wouldn't touch it with a bargepole - there's plenty of people around who *have* done the above. Why create a new game like this without first going and getting some experience? You're shooting in the dark)

you sound like you're trying to be very professional (great!) but you're not offering any payment or ownership (not great!). If you want to be the former, be so across the board. If you want to be a volunteer basis, be less showy about trying to look like a "studio"

(I've seen a lot of projects on gamedev that try to do that, and pretty much every single one of them crashes and burns; wanting the best of both worlds between professional studio and free workers is generally a warning sign to steer clear of)

Shrug. You asked, you got . Hope that isn't too depressing and negative. You are probably awesomely competent and wonderful people, but I have no way of knowing that at the moment from what you've said .

I do appreciate all of the feedback. This is truely the only way to get better.

Lets see if I can't answer a couple of questions.

In the way of experience, I do not have any experience delivering online games before, but you have to start somewhere. Our site does not state this, but it is my every intension to give the proper due to any persons that are part of the StrayDog Studios team. I understand the drawback and loss of interest at the site of the word Volunteer. The thing I would like to accomplish is the ability to pay or compensate each person on the team with $ at the point where we are making enjoyable, playable games that are seen as worthy to charge a price for. Eventually, this will happen. My dedication into this arena will not allow me to back down. I am also not just wanting a 'hired hand'. I need people that feel what we are trying to accomplish and have the heart for the same ideas, with also the free understanding that if something isn't write or they have an idea of how it should be or could be, then throw it out there and lets see what goes on. Our current project is the working of all members of the team and not one individual.

The reason we choose a MUD style for this first project was mostly due to the server/client structure and relationship. It is, in its simplist form a very nice MMO base. When first researching the idea of making games a while ago the first response I got from anyone was to not try a MMO. What I have found is that people shoot to far for their goals and never reach them. We could infact, integrate a 3D engine right now that would allow us to have this 'great' functional feature, but we wouldn't finish the game till 2009. What we are shooting for is to create games that are pleasing without being top of the line. We are Low-Tech.

Additionally on this same subject. We built our own because we only need what we want to use and don't wanna spend the effort correcting or changing someone elses mishaps.

As it stands this very moment, our engine for our first project is set to be finished Jan 1st, with a soft release of March for the first game.

This all being said. I do appreciate the feedback and look forward to much more. Please keep them comming.

It's very difficult to just get people work for you for free! The ones that volunteer won't know much/at all about programming -AND- never did any art design! That's just my experience, but let me tell you how I nevertheless got some help.

1. It seems you already have code up and running - so are there any screenshots at all? I believe some pictures will draw much more interest. If you don't have screenshots, how about posting some drawings etc...?

2. Ask your friends (real-life): they usually don't know much about programming/graphics, but I got some people helping me translate my game - I pay them in beer

3. Get the players to volunteer! That means you need to get the game up and running first ... Players won't do any programming, but they are great in generating stuff such as maps etc. for your game - and they do it for free if they like your game. You could give them special abilities if they decide to contribute.

4. PAY! Get graphics for cheap - if your game looks good, it's easier to advertise and get people to play. A screenshot is a million words. So, to create a cool interface; I bought my graphics for about $60 from http://www.templatemonster.com/. That's cheap! Just change the logo etc (there are buttons, panels) and integrate it.

It's very difficult to just get people work for you for free! The ones that volunteer won't know much/at all about programming -AND- never did any art design! That's just my experience, but let me tell you how I nevertheless got some help.

1. It seems you already have code up and running - so are there any screenshots at all? I believe some pictures will draw much more interest. If you don't have screenshots, how about posting some drawings etc...?

2. Ask your friends (real-life): they usually don't know much about programming/graphics, but I got some people helping me translate my game - I pay them in beer

3. Get the players to volunteer! That means you need to get the game up and running first ... Players won't do any programming, but they are great in generating stuff such as maps etc. for your game - and they do it for free if they like your game. You could give them special abilities if they decide to contribute.

4. PAY! Get graphics for cheap - if your game looks good, it's easier to advertise and get people to play. A screenshot is a million words. So, to create a cool interface; I bought my graphics for about $60 from http://www.templatemonster.com/. That's cheap! Just change the logo etc (there are buttons, panels) and integrate it.

Thank you for the guided input. I completely understand the above. 6 months ago I turned from working on this project myself to getting a team together and it has and was hard to find people that would fit what was needed. My current team is experienced in the areas I need them to be so I know that it is possible to find volunteer work for a project.

The hardest part of this is that we dont post anything that we have or have done. The first thing that will happen pending the Jan 1st completion of the framework/engine part of our first project is to write up a description and take some screen shots. Though these shots will be very ugly to most people as at this stage we would not have done any art to 'spruce' the game up.

Please keep the comments and suggestions comming. Additionally, please feel free to contact me if any of you are interested in the project above and maybe the projects lined up afterwards.

Also what I am seeking has changed some. I found another writer to join the team and am no longer needing to fill the posistion. I am still looking for:

Talent needed:2 x Developers - Really in need of develepers to help spread the load around and complete tasks assigned in a timely manner. Must have working knowledge of Java and work well with others.1 x Artists - Any good cyber punk artists out there please start sending us your work.

Not to get side tracked in the same thought, the route we've taken to accomplish this has allowed us the low-tech functionality and non complex way of acheiving the same results. Thus the MUD style underlaying. The server/client architechture of these allows for the simplest type of MMO and should only take a week to setup with some good help. I think the big drawback is that people wanna make a super 3d AAA MMO game to be the next WoW or EQ and never set their sites on what they can accomplish. We've grounded ourselves and understand what are limits are in creating such a game and set a hard standard for how the V1 of this was to be done.

I fully expect in the next month for the working V1 of our engine (including the extra Jazz MUD's don't contain) to be done and then its 200% of our effort into creating the game content that will make this fun and worth playing.

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